Nowadays, computer-mediated simulations and games are widely used in the field of natural resource management (NRM). They have proved to be useful for various purposes such as supporting decision-making processes and training. First, the specificities of the NRM research field are highlighted. Then, based on the analysis of the articles presented in this special issue of Simulation & Gaming, some key features related to the implementation of gaming in such a context are introduced. Finally, after reviewing the benefits of using simulation games in NRM, the authors stress the ethical issue of changing social relationships among stakeholders by playing a game with some of them.
Perrotton, A., M. de Garine-Wichatitsky, H. Valls-Fox, and C. Le Page. 2017. My cattle and your park: codesigning a role-playing game with rural communities to promote multistakeholder dialogue at the edge of protected areas. Ecology and Society 22(1):35. https://doi.org/10.5751/ES-08962-220135
1 January 2012 in Journal of Artificial Societies and Social Simulation
This paper describes how the Cormas platform has been used for 12 years as an artefact to foster learning about agent-based simulation for renewable resource management. Among the existing generic agent-based simulation platforms, Cormas occupies a tiny, yet lively, place. Thanks to regular training sessions and an electronic forum, a community of users has been gradually established that has enabled a sharing of ideas, practices and knowledge, and the emergence of a genuine community of practice whose members are particularly interested in participatory agent-based simulation.
A role-playing game (RPG) supported by computer simulations, called BUTORSTAR, has been developed in the context of a LIFE-Nature European Programme (2001-2005) aiming to improve reedbed management for the conservation of a vulnerable heron, the Eurasian Bittern. The agent-based model simulates the impacts of reedbed management resulting from decisions made by farmers, reed harvesters, hunters, and naturalists. The model is based on an archetypal wetland made of a virtual landscape. Different water regimes are proposed, each one adapted to a particular wetland use. Land-use and water-management decisions are made by the players at both estate and management-unit levels. These decisions are entered into the model each year as the results of the negotiation process between the players. This RPG is designed to promote student awareness of (a) biological and hydrological interdependencies and their dynamics on different spatial and temporal scales, (b) the technical and socioeconomic factors involved in the different types of reedbed use, and (c) the usefulness of the negotiation process for establishing collective management rules. It is shown that BUTORSTAR creates a continuum of learning that crosses the traditional boundaries between disciplines and allows players to conduct multipurpose experiments that contribute to their comprehensive understanding of socioecosystems.